This is branching off of Bishop's threads. They're some ideas I have been having and Bishop's idea about items and objects prompted me to post a few things:
quote:
Original post by bishop_pass
ACTION: {
object: FabulouslyBeautifulSword
action: get [ME]
to: arm [AGENT] with [ME], possess [ME]
suggestIf: agent(sees, me) or agent(knowsAbout, me)
meetsWhimIf: agent(likes, weapons)
beforeDoing: if (firstTime) && agent(likes, weapons) ->
say "That is a truly beautiful sword."
WhileDoing: if agent(strength, weak) -> say "Oh, that is heavy!"
}
etc...
Yeah I really like the direction you're going here. I was thinking of a similar process with making NPC goals.
I am defining a "Goal" as a collection of simple actions such as
MOVE, ATTACK, BUY_ITEM, etc. Actions are hard-coded while goals are not and goals are just groups of those hard-coded actions. Also, a Goal has some kind of final thing that satisfies the goal and causes it to be finished.
Something that may satisfy a goal might be a certain person being killed, an item being taken, etc. I plan to have a big list of these.
GOAL murder
TARGET npc[random]
SATISFY dead[target]
NUMACTIONS 2
ACTION move
ACTION attack
[/source]
These steps would be repeated til the satisfy attribute is fulfilled or until another goal takes higher priority.
I plan to make these more interesting later but this is the basic idea. Plus, goals can be put inside other goals as another step which should be pretty powerful.
This sort of thing combined with the items that you are talking about could be very interesting.
A CRPG in development...
Need help? Well, go
FAQ yourself.
Edited by - Nazrix on January 22, 2002 9:31:56 PM